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I had a couple games where my throne was surrounded by mountains with the nearest free city blocking the path out, if I had known this I could have grabbed a province to expand out of the dead end instead of just razing the city to the ground to get it out of my way.
I also know it's not possible to do it if the province improvement was razed (correct me if i'm wrong). What do you guys think about it? Do you think it should still be possible or not?
No conquering had no costs i think
Personally, I'm loving it. It makes me so much more willing to aggressively forward-settle my opponents in non-evil playthroughs, because I have an option for taking any good provinces they beat me to, and I can just vassalize the rest of the city.
Before I realized this, it felt suboptimal to compete for resource clusters, because I knew I could just drop an outpost, let them expand for grievances, and vassalize their whole city with the resources included.
Now, I have the flexibility to aggressively pursue resource clusters I need through expansion, so I can get them earlier and benefit from 100% of the income on them. The downside is that it requires more finagling, but it's already a 4X game - what, am I going to complain that I have to engage with one of the game's core features more deliberately?
I love this mechanic. It makes the outpost-preparing-for-war phase feel much more interesting.
EDIT: AND DEFENSIVE STRUCTURES! In the game I discovered this, I was playing an Order build. I actually forced the AI to siege the city that was eating their territory, and got real, actual use out of Healing Spires! Plus, those City Spells that you can only cast on Friendly cities, like the morale buff to all combats in the domain? Even before the siege, I had to send raiding parties out from the city to keep flipping provinces, and I was able to catch out enemy stacks in my newly-acquired territory to benefit from the buff!